Ranger

ranger 'sizes=100vw;width=500;marginLeft=auto;marginRight=auto'

Subclass

Must be level 3. You may pick one of the following classes:

Prerequisites:

Must have 2 of the following:

Initial Abilities:

Hunters Mark:

As a free action, you may spend 2 MP and mark a target within your far range, that you can see. You must spend 1 MP at the begining of your turn to keep the Mark active. You can not have more than one active Hunters Mark at a time, but you may switch your hunter's mark to a new target by spending another 2 MP. You gain the following on the target until they are dead or combat ends:

  • You have +1 ADV on Awareness, Tracking, Survival, and Attack Tests against the target
  • You now deal +1 extra damage to this enemy
  • Your first physical attack (melee or ranged) against this target, gain +2 ADV to your attack, instead of +1 ADV
  • Your first physical attack (melee or ranged) against this target, gain Criticals at every 3 higher than their AC or Test >= AC + 3 = +1 damage

Traits:

Ranged Mastery:

If you are using a Ranged weapon which you have mastered, you use your Prime Attribute as your base pool for all attacks, and for every 2 in your Secondary Attribute you gain +1 ADV. Secondary Attribute is your second highest Attribute. The formula is similar to Mental Warrior.

Secondary AttributeADV
10
21
31
42

NOTE: This DOES NOT stack with Mental Warrior

Weapon Bash:

If the user is equipped with a ranged weapon and the target is in the user's close range. Preform an Attack Test with Normal Weapon Skill level advantage, if successful do 1 damage. This is useful if the target is in the close range so you don't suffer +1 DIS.

Bestiary

You gain +1 ADV when checking to see if you know specific information about a creature

Favored Terrain

Choose only one from the following Terrains, and while in that terrain you have the benefits provided. This trait can be taken multiple times.

Feral Senses

When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within your near range, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Abilities:

Sharpshooter

Once per turn, instead of spending your second action to use the Marksman trait, you can now spend 2 MP and gain +3 ADV

Deadshot:

If you have not initiated combat, you can see your target clearly, you are using a ranged weapon, and your target doesn't see you (Using the HIDE action). You may Spend 1 MP and preform an Attack Test. If successful and the targets AC is equal to or lower than 3, the target is Dead. If their AC is 4 or higher, they recieve the sum of your roll in damage. If there are any enemies left alive, they must make an Awareness/Seek Test against your Physical AL. If you have Sneaky they test at +1 DIS. If any are successful, they spot you and you are now in combat and you do not gain any of your SP or MP back spent on these actions inculding any combined Abilities, Hunters Mark or Armor Piercing Strike (You can only combine with 1 other Ability). If they are not succesful you regain 1 MP and may fire again if you want to.

You CAN NOT spend your second action, on this ability as you are not in combat yet.

This CAN NOT be combined with the Marksman trait, but can be used with the Sharpshooter ability

Armor Piercing Strike:

Spend 1 SP and Attack Test. If the opponent is wearing armor their AC is decreased by -1AC. Target AC cannot go below 1. Can be with melee or Ranged Weapon

Rooting Strike:

Spend 1 SP and Attack Test. If successful deal your normal damage, and the target also becomes rooted. Must be using a Melee weapon or Arrow Type Ranged Weapon. If using a Light Melee weapon, Throwing Weapons apply. You lose that weapon until retrieved, but if you retrieve that weapon this round the target is no longer rooted. If using Heavy Melee weapon, you cant throw it and the target must be in your close range, and you still lose that weapon.

Wounding Strike:

Spend 1 SP and Attack Test. If successful deal your normal damage, and the target also becomes Weakened.

Concussive Strike:

Spend 1 SP and Attack Test. If successful deal your normal damage, and the target also becomes Dazed.

Staggering Strike:

Spend 1 SP and Attack Test. If successful deal your normal damage, and the target also becomes Staggered.

Multi Ranged Attack:

Must be using a ranged weapon. Pick an area that is the size of a near ranged area (doesn't have to be within your near range), and for each 1 SP or 1 MP spent on this attack, target 1 enemy within that area and preform an Attack Test at +1 DIS per enemy. You can target the same enemy multiplying the damage, but you still have to make and Attack Test per 1 SP spent on them.

Advanced Multi Ranged Attac:

Must have Multi Ranged Attack. You can now target up to 2 enemies without +1 DIS on your Attack Test against them, but each sequential target after 2 still are at +1 DIS.

Terrains:

Coast:

You gain a Swim Speed equal to your combat land Speed, your melee Weapon Attacks no longer have +1 DIS as a result of being underwater, you can hold your breath twice as long as normal, and you have +1 ADV on Awareness Checks while underwater.

Desert:

You gain Resistance to Fire damage (-1 Fire damage reduction) and you have +1 ADV on Save Tests against Exhaustion from hot temperatures.

Forest:

You gain the following Survivalist, Sneaky, this is a stackable trait if you have them already, you gain +1 ADV.

Grassland:

Gain Quick while in this terrain this is a stackable trait if you have it already then you gain +1 ADV. And it increase from 25 feet to 35 feet, or from 5 to 7 squares to 25 feet to 45 feet, or from 5 to 9 squares.

Jungle:

You ignore Difficult Terrain and gain +1 ADV on Save Tests against being Poisoned and contracting Diseases.

Mountain:

You gain a Climb Speed equal to your Movement Speed and you gain Acrobat only while climbing, this is stackable, if you have them already then you gain +1 ADV. You have ADV on Save Tests against Exhaustion from high altitudes. Additionally, you gain -2 damage reduction from Falling.

Swamp:

You gain -1 damage reduction to Poison damage, have +1 ADV on Save Tests against being Poisoned and contracting Diseases.

Tundra:

You gain -1 damage reduction to Cold damage and you have +1 ADV on Save Tests against Exhaustion from cold temperatures.

Subterranean:

You gain Dark-fighter in your near zone. If you already have Dark-fighter, its range is increased to the far zone.

Urban:

You gain 2 of the following traits:


Classes